Blood Frenzy. The Avatar of Malar has advantage on attack rolls against a creature that doesn’t have all its hit points.
Legendary Resistance (3/Day). When the Avatar of Malar fails a saving throw, it can choose to succeed instead.
Regeneration. The Avatar of Malar regains 10 hit points at the start of each of its turns. If the Avatar of Malar takes damage from a silver weapon, this trait doesn’t function at the start of the Avatar of Malar’s next turn. The Avatar of Malar dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Multiattack. The Avatar of Malar makes two attacks: one with its Bite and one with its Claws
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) necrotic damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
The Avatar of Malar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Avatar of Malar regains spent legendary actions at the start of its turn.
Swipe. The Avatar of Malar makes one Claws attack.
Mauling Pounce (Costs 2 Actions). The Avatar of Malar moves up to its speed without provoking opportunity attacks, and it can make one Claws attack.
Bite (Costs 3 Actions). The Avatar of Malar moves up to its speed without provoking opportunity attacks, and it than can make one Bite attack.
Lair and Lair Actions
The Avatar of Malar is usually recides over a shrine within a forest or jungle in which Malar's rules of the hunt are law.
A Avatar of Malar encountered in its lair has an challange rating of 15 (13,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the Avatar of Malar can take one of the following lair actions:
Howl. The Avatar of Malar gives a big screeching howl that shakes one to the core. Every creature not allied with the Avatar within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened by the Avatar of Malar. They are frightened until another lair actions is used.
Incite Painful Hunger. The Avatar of Malar incites a feeling of intens hunger within his enemies. All creatures not allied with the Avatar within 60 feet must make a Constitution saving throw. If they roll a 15 or higher, they resist the painful hunger, If they roll between 10 and 14, they are restrained with their speed halved instead of 0 until. If they roll 9 or lower, they are stunned and gain 1 point of exhaustion.
Unwavering Rage. The Avatar of Malar echoes its ethos of the hunt and savagery. Every creature within 30 feet of the avatar that is not allied with it must succeed a on a DC 15 Wisdom saving throw or be forced to use their reaction to make a reckless melee attack at a target that is not the Avatar within range. If no targets are within range a melee attack is attempted at oneself with disadvantage.
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Posted Apr 24, 2026I know what you mean, but the Howl lair action technically has an indefinitely long crowd control duration as written if played smart.
I like the ideas!